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Shader "Hidden/yum_food/DepthBlit"
{
// Reads from depth texture and outputs linearized depth to color
Properties
{
_MainTex ("", 2D) = "white" {}
_Near ("Near Plane", Float) = 0.01
_Far ("Far Plane", Float) = 1.0
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_DEPTH_TEXTURE(_DepthTex);
float _Near;
float _Far;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = uv;
return o;
}
float4 frag(v2f i) : SV_Target
{
// 0 = near clip plane, 1 = far clip plane.
float rawDepth = SAMPLE_DEPTH_TEXTURE(_DepthTex, i.uv);
// Unity uses reversed-Z on most platforms: 1 at near, 0 at far.
// Flip to get linear 0-1 (0=near, 1=far) for orthographic cameras.
#if defined(UNITY_REVERSED_Z)
return 1.0 - rawDepth;
#else
return rawDepth;
#endif
}
ENDCG
}
}
}
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